Adventures in Data Compression

Ahh, that glorious time in a project where you have to go back and tweak everything you’ve done up until that point, because it’s all getting too big. (A known issue with Unity and WebGL, to be fair…)

So while I modify my images to make them viable for RGBA DXT5 Compression… with or without Mip Maps… whatever the target platform… (This is what you get for not planning ahead, folks…)

…Here are some more screenshots in the meantime: